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[code:n2iaw56h]

5/06/07 4.06.20 – Stable release update

  • Added new error code, FMOD_ERR_EVENT_MISMATCH, which is returned when a FSB
    file doesn’t matched a FEV file.
  • Speed up in FMOD memory allocation routines.
  • Added FMOD_ERR_FILE_DISKEJECTED and stopped the main thread hanging when
    the cd was ejected. The load functions now return this error. Only
    supported on Wii at the moment.
  • Sped up MP3 decoding about 25%.
  • Event API – Added EventGroup::getState to return EVENT_STATE_LOADING.
  • Event API – Added FMOD_EVENT_INIT_FAIL_ON_MAXSTREAMS. Events will fail
    with an error if this init flag is specified and "Max streams" was reached
    when playing streamed banks.

  • Fixed Sound::getLength with FMOD_TIMEUNIT_PCMBYTES, when using a
    FMOD_CREATECOMPRESSEDSAMPLE sound.

  • Fixed a crash if user ran out of memory while loading a .ogg file.
  • Fixed a crash if user ran out of memory while opening a stream.
  • Fixed XMA timeout on very small .xma files when /l option was used with
    xmaencode.exe.
  • Audition client – fixed the wrong event properties being set when event
    properties were changed in fmod designer.
  • Fixed rare stack corruption when using FMOD_NONBLOCKING
  • Fixed Sound::seekData not resetting codec properly, so causing an audible
    glitch.
  • Small quality fix to FMOD_DSP_LOWPASS_SIMPLE filter.
  • Fix buzzing noise in mixer after using Channel::setChannelGroup with reverb.
  • Wii – fix sleep function leaking and causing hang in streamer.
  • Fix timing in mod/s3m/xm/it playback.
  • Event API – Wii – Fix crash when using GCADPCM wavebanks.
  • Event API – Fixed projects with waves that were 2d and 3d not loading.
  • Event API – Wii – Fixed certain events not stopping when Event::stop is called.
  • Event API – Wii – Fixed certain looping events stopping by themselves when
    they shouldn’t be.
  • Event API – Fixed disc access occuring sometimes even though registerMemoryFSB
    was used.
  • Event API – Fixed events with fade in / fade out not calling
    FMOD_EVENT_CALLBACKTYPE_EVENTFINISHED if stopped soon after
    starting.
  • Event API – Fixed file handle leak in streamed banks.
  • Event API – If user mixed up FEV and FSB files, now returns
    FMOD_ERR_EVENT_MISMATCH instead of crashing.

  • .FEV file format updated! FMOD Designer 1.07.17 requires FMOD version 4.06.20,
    4.07.17 or higher.

  • Changed FMOD_CHANNEL_CALLBACKTYPE_END to trigger when Channel::stop is called,
    and also when a sound steals that voice and stops it.

[/code:n2iaw56h]

This thread is for discussion / bugreports for the current release.
Download the current release from the front page at http://www.fmod.org

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[code:3m19t5a8]* Changed FMOD_CHANNEL_CALLBACKTYPE_END to trigger when Channel::stop is called,
and also when a sound steals that voice and stops it.
[/code:3m19t5a8]

I have used this callback for notification about playing end and changing current position in playlist of my own player. here my code:

[code:3m19t5a8]FMOD_RESULT F_CALLBACK mycallback(FMOD_CHANNEL *channel, FMOD_CHANNEL_CALLBACKTYPE type, int command, unsigned int commanddata1, unsigned int commanddata2)
{
if (PL.GetRM() == PL_RM_NOADVANCE) Stop();
else Next(TRUE);
return FMOD_OK;
}[/code:3m19t5a8]

so, now i get more bugs and infinity loops :(

can you add new callback like old FMOD_CHANNEL_CALLBACKTYPE_END (calling only when playing ended) or return to old action???

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Why are you calling stop from an end callback? The infinite stop loop should be obvious. Just remove the stop!

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